Empyrion EXP Patch | Alpha 9.0.3 | Build 2071

Please continue to report bugs here: https://empyriononline.com/threads/...lay-read-introduction-before-reporting.46683/

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CHANGELOG: Alpha 9.0.3 - Experimental (Build 2071)

Starter Planet Update:

  • Updated PDA Robinson Protocol

  • Updated POI spawning on temperate and arid starter planets

  • Added TalonChief NPC to Prison POI

  • Reduced amount of Talon that spawn around Talon Settlements

  • LizardMule are now also spawning around Talon POIs

  • Prison is now not revealed when approaching normally and no deco is removed for buried POIs

  • Activated new POIs on AridStarter

NPC Faction Mission Update:

  • Updated Talon / Polaris / Zirax Missions

Gameplay:

  • Added first draft of Freedom mode

  • Updated Plastic Material template and volume/mass for Plastic Blocks (see below for more details)

  • Added TalonSentinel and AssaultCyborgSentinel NPC that guard a certain position

  • Added TalonSentinel as example to some Talon POIs

  • Vessel: added cruise mode info to Ship UI

  • Set suspended status effect icons to gray.

  • Updated Talon Trader content

  • Lizard Mules are now Prey again (not Talon)

Additions:

  • Added new deco models for Talon POIs > DecoTribalBlocks

  • Added container group (SV/HV and BA/CV) with all A8 containers

Unique Starter Planets:

  • Starter Planets are now unique when “UniqueStarterPlanet: true” is given in solarsystemconfig.yaml:

  • When now starting normal Survival game, you can still chose between 2 starter planets (temperate and arid) but when the solar system is created it will only have the starter planet you have chosen (before also the other starter planet was generated)

PDA Update:

  • Activated PDA tag “HideTasks”: when this is set, the tasks of a chapter are not displayed anymore - only the active tasks is shown (so it is more of a surprise what happens next)

  • Set PDA chapter activatable by Reputation

  • Only copy PDA.yaml and PDA.csv to save game folder, read all images from content/scenario directories.

  • Added new category “UCH” > will be displayed under “SoloMissions” for now

  • PDA will now display a default image if no image file referenced in PDA.yaml - just add a pic named “Default.jpg” to PDA folder

Weight / Volume / Logistics:

  • Picking up a stack with e.g. 999 ores did not work -> pick up items until inventory is full

IMPORTANT: please test pickup / item moving in all variants

  • Connected toolbar uses background color different from player toolbar

  • If Logistics window cannot be opened by hotkey (F4) a message should display a reason

  • Changed: Displaying now 2 digits for volume and weight. Volume will be displayed in m^3 if larger than 1000L

Creative / Builders Update:

  • Added new wood texture: “raw wood” > could be used for logs in Talon Villages

  • Added more plants to “farming” category: please let us know which plants are still missing

  • Separated TribalVillage and TribalBazaar

  • Added more variations for Talon and Talon Trader

  • Renamed some Talon POIs

  • Added alien turrets to Polaris Defence POIs (player turrets will not work as expected)

  • Added ZiraxCommander and TalonChief as NPC

  • Removed TalonChief / ZiraxCommander as Block: please do not use StandingTalon, TalonChief, ZiraxCommander as block anymore > rather use them via EntitySpawner

NPC Faction / Reputation:

  • NPC factions will not attack NPC factions any more

  • Updated Reputation Matrix: mining does not reduce reputation if friendly or better, mining has also for Talon negative impact

  • Supporting faction ‘Public’ now in yaml files

  • Public faction structure is now powered on startup, NoFaction structure is not powered on startup

  • Faction reputation display in HUD is a bit bigger now

NPC Spawner:

  • Plate (thin) will now be removed for Entity/Player Spawners in Survival (thus no need to hide plate anymore)

  • Removed entity despawn logic when stuck to avoid that guards get despawned when they don’t move

Visuals / UI:

  • Higher resolution for SV Deco Parts

  • Updated landclaim color and no build zone colors

  • Adjusted AlienBug01 corpse blood: reduced blood

  • Changed scope on Sniper Rifles

  • Crawler NPC is now a bit smaller

  • Added Landclaim Zone to planet map legend in MP

POI Update:

  • Added more tribal POIs (Thanks to Kaeser + Vermillion)

  • Added Polaris Defence POIs (thanks to Vermillion)

  • Updated Talon POIs with new spawners and filler blocks

Ship Controller Update:

  • max speed of a ship when diving down is now also limited to 50m/s

  • cruise mode is now switch off also when the ship is powered off

  • SV and CV will not automatically glide down anymore if they pitch or roll. Only to weak thrusters will lead to a move when pitching or rolling.

  • Ship max velocity change : on planet the vertical max velocity is now set to 90m/s

Optimizations:

  • Reduced drawcalls of Wheat growable plants

  • Deco Instancing : Optimized Performance

Changes:

  • Updated Invader vs Defender Scenario

  • Increased version of Config.ecf to 3 since it is not compatible with A8

  • Updated text in Main Menu

  • Added block id, name and position to ‘di’ console command

Renamed some blocks / components / units:

  • Raw Material > Carbon Substrate (for more detail, see below)

  • Plastic Blocks > Carbon Composite Blocks (for more detail, see below)

  • Watt > Power Units (PU)

  • Watt Hour > PUh

  • Liter > Storage Units (SU)

Bug Fixes:

  • Fixed: Memory Leak

  • Fixed: Shift-Clicking an item from inventory to structure while NO container is selected destroys the item

  • Fixed: With Volume/Weight enabled it’s not possible to fill the warp tank through the Logistics window

  • Fixed: Forcefields are not fully airtight anymore

  • Fixed: Admin structure NPC’s will fire on players.

  • Fixed: Items left in the VT are lost if the VT is still active when player exits a save or server then rejoins

  • Fixed: Some vessel devices deco is not saving in blueprints.

  • Fixed: Input & output setup of a constructor is not maintained in blueprints

  • Fixed: Constructor templates stay red even if you add relevant items to the linked input container

  • Fixed: Volume of ammo & harvest CC’s resets to default amount when spawned in a BP until another CE is added to the structure.

  • Fixed: Creative mode - Vessels were hovering in air with landing gear retracted

  • Fixed: Faction with Origin 0 not showing in faction window

  • Fixed: Do not display lock icon in Vessel Toolbar anymore

  • Fixed: Problem that warpdrive SV became huge when prefab was rotated in preview view

  • Fixed: Possible to use F4 with a structure that has no core

  • Fixed: wipe <pf> <parameter> is not working anymore + exception

  • Fixed: Problem with billboards for some deco trees / objects

  • Fixed: Random TerrainEngine exception when starting a new game after going into main menu

  • Fixed: Exception when loading into a Default random scenario save game after playing in a save using the Default MP scenarios.

  • Fixed: Bazar spawners

  • Fixed: display categories for custom scenarios (backward compatibility for SoloMission)

  • Fixed: “BlocksDestroyed” PDA check not working anymore

  • Fixed: Copy & paste tool is not accessible in creative mode.

  • Fixed: Talon did not correctly hold spear when walking (added better walk anim)

  • Fixed: typos in PDA

  • Fixed: Zirax spawned in Polaris Warehouse

  • Fixed: Dead AlienBug01 could not be looted

  • Fixed: Default A-O scenario not displaying asteroid fields and stations in sector map.

  • Fixed: PDA: prevent error when a mission becomes re-activatable after the timer reset

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Updated Plastic Material template and volume/mass for Plastic Blocks:

With mass and volume in mind, Plastic as a build material, suitable of course for internal areas, not for armor plating, would be much easier to haul in large quantities than any other material. In order to get a higher turnaround from the input materials, we changed the template from grain to fiber+stone dust. As fiber can be harvested, grown AND made from wood, there are several ways to obtain the Plastic Raw Material!

Plastic Raw Material & Block:

  • PRM Template: requires 4 Fiber + 1 Stone Dust

  • Plastic Small block: now requries 1 PRM, Increased Weight, Reduced Volume.

  • Plastic Large block: now requires 2 PRM; Increased Hitpoints to 200, Increased Weight, Reduced Volume

Example:

1 WoodLog can now be made into 50 large Plastic blocks (incl. 5 Crushed Stone) or 100 small Plastic blocks

1 WoodLog can be made into 40 Wood Blocks (large) as a comparison

Nanotubes

Now also use PRM (1 PRM instead of 2 Steel Plates, as Nanotubes are made out of a carbon source originally), which means your builds will see an increased demand for Plastic Raw Material and a drop in requirements for Iron.

Feedback Question is: do you think this is feasible with the NEW template for creating Plastic Raw Material? (given 100 PRM = ~1 Wood Log)

Renaming:

“Plastic Raw Material” > “Carbon Substrate” (to have a more global name to use this material as a carbon source in other templates)

“Plastic Blocks” > “Carbon Composite Blocks” (sounds cooler)